Post by Lord Protector on Apr 2, 2021 16:51:59 GMT
You can use this form to propose a new species being added to the species list.
PLEASE NOTE: Your species may have innate abilities and bonuses that have not been used before or are not on the current list of bonuses for alien characters as long as they still adhere to the general rule of two major bonuses per species. If your species includes any new bonuses or abilities please include a detailed reasoning as to why it should be added. Submitting a new species is not required to play as a new species if the character sheet is approved, however you may be asked to submit a new species proposal at some point in order to detail the lore of the species and open up the possibility for other players to use it.
Currently Used Starting Bonuses & Innate Abilities
Flyer: Natural flight ability, able to instantly descend or ascend, flight at full movement speed, gain +1 to AC and -1 to AB every 2 units traveled, bypassing terrain difficulties in the process
Gifted with Stamina: increase Effort rating by 1
Innate Grace: +1 to AB and AC
Innate Power: +1 AB and damage
Innate Psychic: One Level 1 Psychic or Sorcery Ability that this unit can innately use once per round
Know No Fear: Immunity to Morale checks
Mind-Null: Immunity to Telepathy and other similar Psychic-based mental abilities
Natural Armor: Natural -2 damage reduction against Energy and Physical damage, cannot be bypassed
Natural Insulation: immunity to Environmental effects
Numerous: Able to take the Mass Produced perk without being limited to Level 1
Parasitic: Once per turn sacrifice main action to attempt to infect an organic unit in an adjacent square, the target then makes a saving throw of their choice, if they succeed nothing happens, if they fail they receive the Parasitic Infestation condition (if a target with this condition dies, they are resurrected at the end of combat as a 1 point value Infantry unit and join the character's faction, any equipment they are using before infection, including cybernetics and modifications, is unusable and they gain no benefits from it)
Regeneration: If the unit is dropped down to 0 hit points, their natural regeneration allows them to come back next round with 1 hit point
Shapeshifters: Shapeshifting ability granting limited changes to size, can be used once per round to gain additional +1 AB, +1 AC, or reroll a Sneak check
Skilled: +1 to Skills with additional +1 to specific Skill and automatic proficiency
Specific Adaptation: Immunity to a single Weapons Special Rule directed against this unit
Specialized Evolution: +1 Bonus Modifier to one Attribute
Thermal vision: Natural thermal vision and ability to see in low light
Thick Hide: Natural AC of 15 + Half character level rounded up (no damage reduction)
Tough: +1 to HP per level
Vampire: Vampirism allowing a user reduced to 0 hit points comes back next round with 1 hit point once per blood consumption and any attack roll or skill check to be rerolled once per blood consumption at the cost of checks for Radiation poisoning when exposed to sunlight, blood consumption point is gained for every enemy unit this unit kills in melee
ADDENDUM: New Mechanical Models
Although the Mechanical trait is very similar to Alien species trait, new Mechanical units do not require to have their model submitted through the Species Proposal Form as it is assumed Mechanical units are not specific to one particular planet or sector. Instead these models should be fleshed out using the Infantry or Hero proposal form used for them, in the Description section. If you wish to submit a proposal for a new bonus or ability for the Mechanical trait, you can do so in the Lore section of Databanks by using the Miscellaneous Proposal Form.
PLEASE NOTE: Your species may have innate abilities and bonuses that have not been used before or are not on the current list of bonuses for alien characters as long as they still adhere to the general rule of two major bonuses per species. If your species includes any new bonuses or abilities please include a detailed reasoning as to why it should be added. Submitting a new species is not required to play as a new species if the character sheet is approved, however you may be asked to submit a new species proposal at some point in order to detail the lore of the species and open up the possibility for other players to use it.
(Token or picture representing the species can be inserted here)
Species Name: (Name of your species) | Homeworld: (The planet they originate from, or put in Nomad if they are a wayward species and Intergalactic if they originated from outside of the current galaxy) | Sector: (The sector their home planet is located in)
Species Traits: (The two starting bonuses members of these species receive)
Description: (Flavor text here)
Reasoning: (Here you can put in your argument for why any new starting bonuses or innate abilities should be added, if your species contains none of these you can simply type in that you're making a species for a particular planet)
[hr]
Currently Used Starting Bonuses & Innate Abilities
Flyer: Natural flight ability, able to instantly descend or ascend, flight at full movement speed, gain +1 to AC and -1 to AB every 2 units traveled, bypassing terrain difficulties in the process
Gifted with Stamina: increase Effort rating by 1
Innate Grace: +1 to AB and AC
Innate Power: +1 AB and damage
Innate Psychic: One Level 1 Psychic or Sorcery Ability that this unit can innately use once per round
Know No Fear: Immunity to Morale checks
Mind-Null: Immunity to Telepathy and other similar Psychic-based mental abilities
Natural Armor: Natural -2 damage reduction against Energy and Physical damage, cannot be bypassed
Natural Insulation: immunity to Environmental effects
Numerous: Able to take the Mass Produced perk without being limited to Level 1
Parasitic: Once per turn sacrifice main action to attempt to infect an organic unit in an adjacent square, the target then makes a saving throw of their choice, if they succeed nothing happens, if they fail they receive the Parasitic Infestation condition (if a target with this condition dies, they are resurrected at the end of combat as a 1 point value Infantry unit and join the character's faction, any equipment they are using before infection, including cybernetics and modifications, is unusable and they gain no benefits from it)
Regeneration: If the unit is dropped down to 0 hit points, their natural regeneration allows them to come back next round with 1 hit point
Shapeshifters: Shapeshifting ability granting limited changes to size, can be used once per round to gain additional +1 AB, +1 AC, or reroll a Sneak check
Skilled: +1 to Skills with additional +1 to specific Skill and automatic proficiency
Specific Adaptation: Immunity to a single Weapons Special Rule directed against this unit
Specialized Evolution: +1 Bonus Modifier to one Attribute
Thermal vision: Natural thermal vision and ability to see in low light
Thick Hide: Natural AC of 15 + Half character level rounded up (no damage reduction)
Tough: +1 to HP per level
Vampire: Vampirism allowing a user reduced to 0 hit points comes back next round with 1 hit point once per blood consumption and any attack roll or skill check to be rerolled once per blood consumption at the cost of checks for Radiation poisoning when exposed to sunlight, blood consumption point is gained for every enemy unit this unit kills in melee
ADDENDUM: New Mechanical Models
Although the Mechanical trait is very similar to Alien species trait, new Mechanical units do not require to have their model submitted through the Species Proposal Form as it is assumed Mechanical units are not specific to one particular planet or sector. Instead these models should be fleshed out using the Infantry or Hero proposal form used for them, in the Description section. If you wish to submit a proposal for a new bonus or ability for the Mechanical trait, you can do so in the Lore section of Databanks by using the Miscellaneous Proposal Form.